Fade Rift Mods (
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allthisshitisweird2017-09-30 08:13 pm
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TEST DRIVE MEME!
TEST DRIVE MEME

Maybe you’ve been around for a while, or maybe you’re new to the Inquisition. Maybe you’re new to Thedas, having recently fallen from a tear in reality and been collected by uniformed rescuers. Whoever you are, you’ve been sent to Kirkwall, to an outpost where many of the Inquisition’s members and allies work on some of the biggest mysteries and problems the organization must solve if it’d like to keep the world from ending, where “ending” means “falling under the power of an ancient powerful corrupted being who wants everyone to bow to him as a god.”
And just to be clear, it would like that. It would like that a lot.
I. THE GALLOWS: The Gallows is an island fortress in Kirkwall’s harbor. It’s been home to, in order: Tevinter slaves, a Circle of Magi, a lot of creepy red lyrium, and now the Inquisition, which has occupied the fortress with the provisional Viscount’s blessing. There are walls that still need rebuilding and corners that still need dusting, but for the most part the Inquisition has gotten down to business. There’s space in the stone-floored courtyards to train or spar; or, if your skills don’t lie in the realm of hitting things, there’s a large library and several offices supporting the Inquisition’s areas of research and diplomatic efforts. If you don’t know what to do with yourself, then by all means, ask; someone will definitely be able to put you to work.
II. KIRKWALL: A quick row across the harbor will take you to Kirkwall proper. The city is built into the cliffs, from exclusive and wealthy Hightown at the top to impoverished Darktown in the abandoned mining tunnels below. In the middle is Lowtown, home to taverns, merchants, and plenty of trouble to keep anyone looking for it happy. You’re welcome to spend your free time and your money here—but try not to annoy the locals too much, please, in case their welcome runs out. It’d be a shame to have to pack again so soon after arriving.
III. QUESTING: Barely had time to make yourself at home, did you, before you were sent away from Kirkwall again—but this time on a mission. There’s a rift outside of Markham, pouring demons into the fields, and the Inquisition has been asked to lend a hand. Maybe literally. If you have an anchor embedded in your palm, you’re needed to close the damn thing. If not, maybe you’re here to fight demons or guard against bandits on the road, or to gather samples and take notes on the rift’s location once its closed, or to speak to Markham’s nobility afterwards to make sure that they fully appreciate the Inquisition’s efforts. Regardless, it’s a long trip, so we hope you like campfire cooking and sharing a tent.
IV. SENDING CRYSTAL: Joining the Inquisition gets you access to the very latest in barely-understood magical communication devices—namely, a crystal, small enough to wear around your neck, that will allow you to communicate verbally with anyone else who has one. Or everyone else who has one. Say hello.
V. WILDCARD: The whole of Thedas is yours to explore, from coast to uncharted wilderness filled with bears. Choose your own adventure!

Maybe you’ve been around for a while, or maybe you’re new to the Inquisition. Maybe you’re new to Thedas, having recently fallen from a tear in reality and been collected by uniformed rescuers. Whoever you are, you’ve been sent to Kirkwall, to an outpost where many of the Inquisition’s members and allies work on some of the biggest mysteries and problems the organization must solve if it’d like to keep the world from ending, where “ending” means “falling under the power of an ancient powerful corrupted being who wants everyone to bow to him as a god.”
And just to be clear, it would like that. It would like that a lot.
I. THE GALLOWS: The Gallows is an island fortress in Kirkwall’s harbor. It’s been home to, in order: Tevinter slaves, a Circle of Magi, a lot of creepy red lyrium, and now the Inquisition, which has occupied the fortress with the provisional Viscount’s blessing. There are walls that still need rebuilding and corners that still need dusting, but for the most part the Inquisition has gotten down to business. There’s space in the stone-floored courtyards to train or spar; or, if your skills don’t lie in the realm of hitting things, there’s a large library and several offices supporting the Inquisition’s areas of research and diplomatic efforts. If you don’t know what to do with yourself, then by all means, ask; someone will definitely be able to put you to work.
II. KIRKWALL: A quick row across the harbor will take you to Kirkwall proper. The city is built into the cliffs, from exclusive and wealthy Hightown at the top to impoverished Darktown in the abandoned mining tunnels below. In the middle is Lowtown, home to taverns, merchants, and plenty of trouble to keep anyone looking for it happy. You’re welcome to spend your free time and your money here—but try not to annoy the locals too much, please, in case their welcome runs out. It’d be a shame to have to pack again so soon after arriving.
III. QUESTING: Barely had time to make yourself at home, did you, before you were sent away from Kirkwall again—but this time on a mission. There’s a rift outside of Markham, pouring demons into the fields, and the Inquisition has been asked to lend a hand. Maybe literally. If you have an anchor embedded in your palm, you’re needed to close the damn thing. If not, maybe you’re here to fight demons or guard against bandits on the road, or to gather samples and take notes on the rift’s location once its closed, or to speak to Markham’s nobility afterwards to make sure that they fully appreciate the Inquisition’s efforts. Regardless, it’s a long trip, so we hope you like campfire cooking and sharing a tent.
IV. SENDING CRYSTAL: Joining the Inquisition gets you access to the very latest in barely-understood magical communication devices—namely, a crystal, small enough to wear around your neck, that will allow you to communicate verbally with anyone else who has one. Or everyone else who has one. Say hello.
V. WILDCARD: The whole of Thedas is yours to explore, from coast to uncharted wilderness filled with bears. Choose your own adventure!
no subject
[There's always a steep learning curve for Rifters, but Anders enjoys teaching. He'll do what he can.]
no subject
But being jarred does not serve to have his questions answered. He steps back to the maps.] Which nations support the Inquisition?
no subject
[There's no 'if' for the battle being won - either they're victorious or they're dead.]
For that, Ferelden, Orlais, the Free Marches in general though Starkhaven is not... pleased, Nevarra, Antiva, and Rivain.
[He touches them again as he talks through them.]
The Anderfels are currently a mess as some rogue elements have chosen to take the throne and depose the king, likely at Corypheus' direction. Tevinter is not formally allied with Corypheus, but there are ties there. And Par Vollen has a spy in the Inquisition who is open about being a spy. Please don't ask what sort of strategy that is, I've no answer for it.
no subject
A wry smile appears at the mention of a spy, out in the open.] It's either incredibly foolish, or incredibly smart.
no subject
I'd not call the Iron Bull foolish. But if he joins us in Kirkwall you may be able to judge for yourself.
[Anders looks at Louis again, studying him. There's a lot of things being said, and while he's working to avoid terms that would need deeper explanations, it can be overwhelming.]
Would you like to grab a drink and get away from the maps for a time? The Hanged Man's a decent tavern, a little dirty and a little loud but the crowd's not the sort to attack a Rifter on sight.
no subject
But Louis has never been to a tavern, not one that didn't fall deathly silent on his arrival while the commoners were swept out the back door. And yet, Anders has said he's a divisive figure- would it hurt him to be seen with the mage?
He smiles.] A welcome offer, and one I'll gladly accept.
no subject
I'll even buy your drink.
[It isn't like Louis is likely to have coin. He leads the way out of the Gallows, to the Docks, and then into Lowtown. Afternoon is starting to merge into evening which means the streets are full of activity. Anders waves back to a few who, perhaps notably, don't call out his name, but generally they move through the crowd fairly unnoticed, all the way to the tavern Anders jerks his thumb at.]
The Hanged Man, favorite of much of Lowtown. Ready?
[He has no idea what taverns are like where Louis from, and he watches the man's face to try to gauge how well this trip is (or isn't) going.]
no subject
He's still looking out for anyone watching him closely. His valet is not at his side, his brother not at his back. He would be alone here, if Anders were to prove himself untrustworthy.
Following the jerk of the man's thumb, he smiles easily.]
Ready as I'll ever be.
no subject
It's not too busy this evening. I'm normally not in here this early, there's always work to be done, but nothing is urgent tonight.
[The server brings over two large tankards and Anders trades him some coin before pushing a mug toward his guest.]
It's not the best Thedas has to offer by a long shot, but it's not the worst, either. Welcome to... here, Louis.
[He raises his cup in toast.]
no subject
He doesn't spit out whatever's in the tankard when he drinks it, but it's close. This wasn't champagne, that was certain. Coughing, he fishes his handkerchief from his pocket to hold to his mouth. Give him a moment, Anders. He wasn't as ready as the thought he was.]
no subject
It takes some getting used to. Especially the first time you've had it. Kirkwall's ale selection leaves something to be desired. But it's not the worst I've had.
[A pause, and he glances over at the server dealing with a few other customers.]
Would you like some water to go with it, or can you manage?
no subject
There's no need. [His tone is firm, almost harsh.] I'd forgotten how much I dislike ale.
no subject
I'd the same reaction my first time. It's not something to be ashamed of, but I'm sorry for the laughter.
I'd... It may not be how you're used to dealing with things, but I'd try to relax and enjoy the evening. You're in a world that will at times be unrelenting, automatically part of a group that many fear and hate, in a city that has a regular history of oppression, pain, and suffering. And everything is a thousand times more complicated than it seems on the surface.
[He shrugs and takes a sip of his drink again, trying to not be too intense. It does take work.]
That's not to say everything is awful. It's not. But I'd take what moments I can as I start to build a life here, because you are here now and there is no known path to leaving.
no subject
Yet the brief smile that crosses his face at that (who better than he could know just how complicated the world was?) fades at the mention of there being no path home. He thinks of his brother, his wife, his son- no. He thinks of none of these.
He thinks of France.
But he cannot be silent forever-] What would you recommend, to one beginning their life here.
no subject
You've already made a start of learning, which is good. You're listening, that's also going to help you a great deal. From there... Actually, I think that may already be a lot. But if I may suggest another thing on top of that, don't hate a group because it's popular to hate them. You're in a group that gets a great deal of hate. The best thing for everyone in these groups, Rifters, mages, dalish, and elves, is is to stand together rather than be divided and more easily beaten back down once Corypheus is defeated.
[He drains his mug, trying to give Louis time to process the weight of that if he chooses to.]
no subject
It's a moment before he answers, parsing through the man's words and what he might mean by them.] Tell me, Anders. Who is it who will try to beat us back down?
no subject
The Chantry is our organized religion. It is the name of the buildings and the organization. Since not too long after the death of Andraste they've had a great deal of power, with members of their order being the equals to some rulers and the forces behind others.
[He pauses to try to give Louis a chance to follow that. There's no telling what religion is like in his world; this could be absolutely confusing or utterly familiar or anything in between.]
A lot of their power was derived by having us mages under control. They could sell our services, and sell their... 'protection' from mages. Through multiple events, that's been broken. When the war with Corypheus is over, they will want their control back, but the Rifters make an easy target as well. Many natives across Thedas already believe that Rifters are demons - how better to gain their hearts than rounding up the Rifters and 'protecting' from them as well? The Chantry wants its power back, and we are the easiest stepping stones to that for them.
[His solemn expression softens a little.]
Is that... I'm working on making my explanations as free of terms you might not be familiar with as possible. Do you need any of that more broken down? I can't begin to grasp how complicated it is to learn a whole new world.
no subject
The Chantry would call me a demon, prey on how the people would fear me, just to regain the power they once held. Is that about it? [He takes a small mouthful of the ale. It's still foul.]